Kenshi
Box Stephouse
62 Comments
MARH  [author] 28 Jun @ 8:49pm 
@Nightmare
Thank you for the message.
Unfortunately, I do not know of any mods that make all interior walls of vanilla houses vertical.
Nightmare 27 Jun @ 11:27pm 
Hey, amazing mod. Do you know of any similar mod that give all the buildings vertical interior walls?
MARH  [author] 22 Jun @ 6:13am 
Updated.
I changed the mesh and collision of the Box Stephouse's base and entrance steps.
This update shifted the Box Stephouse entrance steps slightly forward. → Image
If you are using Box Stephouse in a tightly packed base, you may need to rebuild it.
MARH  [author] 18 Jun @ 3:15pm 
@PepeLoco
Thank you for the reporting. I apologize for the inconvenience.

When I encounter similar issues at an entrance, I try the methods below:
1. Back up the save
2. Quick save and reload
3. Press [Shift+Ctrl+F11] , or [Shift+F12] → NAVMESH TOOLS→ press [Regenerate Sector]
4. Dismantle workbenches and storage inside of the troubled building bit by bit
5. Dismantle the building and rebuild it in a slightly different location

Unfortunately, I am unable to eliminate the random entrance issues.
However, I am reworking the meshes and colliders of the Box Stephouse entrances to a simpler form. Because wide and flat entrances, like those of the vanilla Stationhouse, cause less navmesh troubles. → Image
I hope this works.
PepeLoco 17 Jun @ 5:35pm 
Hi, I'm having the same error as another user.
Characters can't enter or leave the house. I don't know why; it seems to be random. I should clarify that this happened suddenly, as the house was working and had several workstations inside. The bug occurred in the "Box Step House L." The character can reach the stairs but won't be able to enter or leave if they were inside. I tried using the shift + f12 menu to reset the structure or using the "fix stuff" button and resetting the squad position from the load game menu. Unfortunately, none of that worked. :steamsad:
MARH  [author] 30 May @ 5:46pm 
@MisterMisterioro21
I am totally okay with uploading the translation mod :)
Thank you for trying my mod and translating it!
MisterMisterioro21 28 May @ 11:30am 
Hi MARH,

Thanks for your great Box Stephouse mod! I’ve uploaded a Spanish translation so more players can enjoy it. Full credit is given to you, along with a link to the original mod.

Let me know if you're okay with this — I’ll remove it if needed. Appreciate your work!

Best regards.
MARH  [author] 23 May @ 4:00pm 
@Sir Luis
Thank you for replying. Now, I am beginning to understand.
But as I wrote in a reply to another user, I do not have time to work on Kenshi mod now. So, I am afraid I cannot build such a building for you.
I would appreciate your understanding.
MARH  [author] 23 May @ 3:59pm 
@Pashka
Thank you for the message.
Honestly, I am unsure if I understood your description correctly, as my language skills are insufficient to understand the terms of architecture.
I am busy and cannot make new mod buildings right now, so I am afraid I cannot be your help.
Sir Luis 21 May @ 9:04pm 
@MARH thank you for the reply and nope. the same same box stephouse except it has an extra floor thats as big as the first floor
Pashka 21 May @ 3:24am 
Could you make a room in the second floor extension?
Majorita 18 May @ 6:40pm 
I do not know if it was intentional, but animals such as Pack Bulls can go inside.

I think this is a great feature, since it lets you create a barn to store your animals inside, during raids or otherwise.

I love this feature. Thank you.
MARH  [author] 9 May @ 6:35pm 
@Sir Luis 
Thank you for the message.
I took your explanation as you want a Box Stephouse variant with a flat rooftop deck, but I am not sure I understand your description correctly.
Is my understanding correct? → Image

Large, rectangular, and flat buildings have always been my favorite, but I cannot promise anything now.
I will be busy with work and family reasons until mid-June, so I do not have enough energy for new plans.
Sir Luis 7 May @ 8:20pm 
Marh Please could you make us a another verison of this that has one extra flloor as big as the first floor?
MARH  [author] 7 May @ 3:18pm 
@julianmaniti 
Thank you for letting me know. I will look into it.
Please give me more details on which Box Stephouse caused trouble or how your characters failed to enter the buildings (e.g., they stopped in front of the door or at the entrance stairs).
Screenshots are appreciated!
julianmaniti 7 May @ 5:29am 
Hi! I'm encountering a problem in pathing. Sometimes the characters refuse to go in the box stephouses. has anyone encountered anything similar?
MARH  [author] 12 Apr @ 5:17pm 
@ Thaccus
Updated.
I shrunk the wall colliders' upper half and chamfered the lower half.
Image

Sadly, this update will not eliminate all arrow issues but should improve the situation. (Your characters try to shoot enemies behind walls and floors anyway)

Thank you again for trying the mod and for all your cooperation!
Thaccus 11 Apr @ 9:22am 
Yeah, it is definitely odd. My current theory is that objects only collide on entering one of the colliders. A common optimization in games is to only check one way of a collision plane and that type of optimization would line up with what I assume are mandatory rectilinear box colliders here. But TBH I'm not too familiar with the OGRE engine that Kenshi is built on, so I'm mostly making assumptions.

Let me know if there's any more I can do to help and thank you for taking the time to work on this. I normally just assume that mods are "as is." You are a cut above, I see you.
MARH  [author] 11 Apr @ 7:20am 
@ Thaccus 
I appreciate your reporting back and preparing a screenshot. That information can be helpful when I tweak wall collisions.

I am testing turrets and walls. → Image1 , Image2
Arrows get stuck on the collider's surface but sometimes fly through the thickest collider. I am puzzled. But, as you said, shrinking the upper parts of wall colliders is promising. I will get to work on it.
Thaccus 10 Apr @ 10:46pm 
This is the angle from the Hench character to the gate behind in this: image. [imgur.com]
I expect the turret Tengu was on to potentially have issues, but not the one that Hench had or the one between them.

I noticed that despite the healthy collision volumes, turrets do not seem to collide with the one they are in/on. Perhaps it is an inward only collision check or there is some other reason, but it seems to only block from this lower level past the separate wall collider that the upper level is comprised of. As such a potential remedy would be to have the colliders be horizontally split rather than vertically. In that way you could tune/limit the upper collider to be such that they would interfere with the turrets without affecting the footprint.
MARH  [author] 10 Apr @ 4:05am 
Thank you for the feedback. I will look into it.
Please let me know if you have more information about where your arrows are stuck. (screenshots would be nice)

For your reference, the image is the current wall collider of Box Stephouse walls.
Image
I must admit they are a bit bulky, even if they are meant to mitigate "wall through" problems.
Thaccus 9 Apr @ 8:47am 
For those that are excited by the turret points: the arrows will get stuck in the building. The building has a large invisible collision mesh and will interfere with proper defense. These are great buildings with great looking turret points, but they are actually bait. Use another building for mounting turrets.
MARH  [author] 6 Apr @ 12:19am 
@Jimiljamal
Thank you for trying the mod!
Unfortunately, I have no plan to make box stephouse variants at the moment.
I do not have enough time and energy for modding :(
Jimiljamal 5 Apr @ 8:23am 
Are you planning on making one that is 2x or 3x wider?
Jimiljamal 5 Apr @ 1:20am 
I w8 years for this. Many many many thank you!!!!
MARH  [author] 19 Mar @ 7:10pm 
@Mischief
Thank you for the translation! :)
Mischief 19 Mar @ 1:08pm 
hi, i made a translation of your mod
MARH  [author] 10 Mar @ 4:55am 
@JhoanMider
Thank you for the reporting.
Prisoner disappearance is not a rare issue. So, more detailed information is needed to identify the cause. Sometimes, your prisoners starve to death, are freed by other NPCs, or pass through walls and despawn. Sometimes, they simply despawn when the game is loaded.

But I rarely take prisoners alive nowadays, so I would not be of much help. So, it would be better to consult others in the "Bug Reports" sub-forum in the Discussions section.
JhoanMider 9 Mar @ 8:58pm 
When I put prisoners inside the house they suddenly disappear (translation)
MARH  [author] 8 Mar @ 2:55am 
@nagaru
Thank you for reporting and giving a solution. It will help other users.

And if it's not too much trouble, would you mind telling me your language settings?
Because I suspect language settings cause the "Can't find mod buildings after research" issues.
nagaru 7 Mar @ 9:35pm 
Written using Google Translate.

I encountered a bug where the technology would not appear in the menu even though I had it, but I have resolved it.
They now appear after deleting the [building group] set for all Box Stephouses in FCS.

Please try this if you are having trouble.
MARH  [author] 22 Feb @ 8:40pm 
@Felonious Yeeting
Thank you for the intriguing comment :)
A building can have two doors; for instance, the Double House from the Forgotten Building mod has two functioning doors. → Image
But I do not know of a building with two doors facing opposite each other. It is a nice theme to pursue.

As for the gates, I doubt that gates with two doors work properly, without pathfinding issues - gates are complicate buildings, even vanilla setting.
Felonious Yeeting 22 Feb @ 10:39am 
Hmmm. Is it possible for buildings to have more than one door? If so it might be interesting to have a wide door version with doors on both ends to use as a gatehouse to a base instead of a gate.
Joey556 9 Feb @ 12:07am 
subbing and liking for the avatar
Skylingale 3 Feb @ 7:02am 
Very nice, Sir Bent A Lot
Sir Brent, Of Lix 8 Jan @ 8:43am 
Just in case nobody said this yet, I'm contractually obligated to do so:
"WhAt ArE yOu DoInG, StEp-HoUse?"
MARH  [author] 8 Jan @ 1:49am 
@Flame-kun
Thank you for the information.
I still fail to replicate the research issue and have no clue how to solve it. But your comment will surely help other players.
Thank you again for trying my mod!
Flame-kun 29 Dec, 2024 @ 12:21am 
IIRC import is required if you installed this mod after you have researched the tech.
If you add this mod before you complete the research, I think you'd be safe.
MARH  [author] 27 Dec, 2024 @ 3:52pm 
@RougeLux
I have failed to replicate the research issue, so I am still uncertain why Box Steps do not appear in the building menu after the research.
Anyway, I have added a note about the issue to the description.
Thank you again for the information.
Happy holidays!
Narlindir 27 Dec, 2024 @ 9:37am 
"what are you doing Stephouse?"
Ekerymbor 27 Dec, 2024 @ 8:16am 
Thank you
MARH  [author] 25 Dec, 2024 @ 2:23pm 
@RougeLux
Thank you for reporting. I will look into it.
For now, the simplest solution is to change the unlock research of Box Stephouses to new, independent research - so I made a quick patch mod.
If you still have pre-import data, could you try it?
Box Stephouse Research Change
RougeLux 25 Dec, 2024 @ 12:24pm 
so its not showing up the build menu i already had the tech that its linked to do i need to import to find it
BigTimeGamer 25 Dec, 2024 @ 7:26am 
dude same
trouter 24 Dec, 2024 @ 9:02am 
"What are you doing, step-house?"

Seriously though, thank you for making a proper rectangular one, the vanilla ones being vaguely rhomboid drove me crazy lmao
Baby Shark 24 Dec, 2024 @ 6:16am 
always nice to have more building variety. ty
Ebonyte 24 Dec, 2024 @ 1:22am 
Mmmph, I love this. Can't wait to try it. Hoping it has a nice deep foundation for cliff and cave building!
🌌кภץץאเ🍃 23 Dec, 2024 @ 5:05am 
@MARH I'd like to see some unusual buildings with beautiful design. If that's possible :steamhappy:
MARH  [author] 22 Dec, 2024 @ 3:44am 
@Schizophrenic Cat-Lon
It is unlikely that I will do it.
I am more interested in making furniture and houses than designing furnished rooms or cities.
Schizophrenic Cat-Lon 21 Dec, 2024 @ 11:43pm 
Will you be adding interior presets?